While the House Gangs are the primary movers and shakers on Necromunda, there is a complex network of intermediaries, flunkies and hangers-on who keep things lubricated. After all, without Underhive Traders, who is going to keep goods (and weapons) flowing? Discount the Fixer and Proxy, and gangs can no longer communicate with uphivers. Likewise, those who need hot gossip or a cold corpse call on the ’Narker and Cadaver Merchant.
These Hangers-on don’t just add to the texture of Necromunda with their appearance, they also provide unique services, for a price. The ’Narker is a professional information gatherer, which means they spend a lot of time getting people drunk in bars. For just 30 Credits they can modify the Determine Scenario step of the pre-battle sequence by one – but be aware that opposing ’Narkers cancel each other out – and presumably clear out liquor stocks in the process.
The Cadaver Merchant has a much simpler job. Should a ganger die, the body can be sold for D3x10 credits. What does a Cadaver Merchant do with these bodies? We don’t really know, but he has connections, and just by having one a gang can gain an additional portion of Meat in the post-battle sequence of an Uprising Campaign…
How convenient is that? Outlaw gangs can hire them for just 20 credits. What a bargain.
Both miniatures are cast in Forge World resin and sold together. They come with rules in the box, but you can also find the rules for the ‘Narker in the Book of Judgement, and the Cadaver Merchant in the Book of Ruin supplements.